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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 9:41:30 PM   
Andy Mac

 

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OK last two turns have been quiet japanese bombers hit airfields in Northern Malaya I am not contesting this as my AF recovers at Singapore

Nothing really is happening

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Post #: 31
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 9:48:37 PM   
Andy Mac

 

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Initial Japanese spearheads have arrived at Alor Star both my Combat Bdes are running for Taiping as fast as they can where I will try to make a stand

A punjab Bn has joined them but I am very short of A/T guns and Arty

At Temuloh I have 3 British Inf Bns (Argylls/Gordons/Manchester) and a Mountain Arty Regt

My forces are trying to concentrate at these two locations

If the Fast Convoy with the Indian Bdes are to use the Malacca Strait I need to hold Taiping for at least a week to allow air cover....

Andy






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Post #: 32
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 10:04:33 PM   
Andy Mac

 

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OK Alor Star is captured and my rear guard retreated

Fortuantely the Infantry got out in good order with the few Guns my forces have.

Andy

AFTER ACTION REPORTS FOR 12/12/41

--------------------------------------------------------------------------------
Morning Air attack on Georgetown , at 49,74

Japanese aircraft
A5M4 Claude x 6
A6M2-21 Zero x 9
Ki-27b Nate x 18
Ki-43-Ib Oscar x 6
Ki-48-Ib Lily x 21


Allied aircraft
Blenheim IF x 1


Japanese aircraft losses
Ki-27b Nate: 1 damaged
Ki-48-Ib Lily: 1 damaged

Allied aircraft losses
Blenheim IF: 1 damaged

Airbase hits 2
Airbase supply hits 2
Runway hits 12

Aircraft Attacking:
4 x Ki-48-Ib Lily bombing from 14000 feet (75th Sentai / 3rd Air)
Airfield Attack: 4 x 50 kg GP Bomb
5 x Ki-48-Ib Lily bombing from 14000 feet (75th Sentai / 3rd Air)
Airfield Attack: 4 x 50 kg GP Bomb
5 x Ki-48-Ib Lily bombing from 14000 feet (75th Sentai / 3rd Air)
Airfield Attack: 4 x 50 kg GP Bomb
7 x Ki-48-Ib Lily bombing from 14000 feet (75th Sentai / 3rd Air)
Airfield Attack: 4 x 50 kg GP Bomb



--------------------------------------------------------------------------------
Morning Air attack on Georgetown , at 49,74

Japanese aircraft
Ki-43-Ia Oscar x 13
Ki-48-Ib Lily x 22


Japanese aircraft losses
Ki-48-Ib Lily: 1 damaged

Runway hits 13

Aircraft Attacking:
4 x Ki-48-Ib Lily bombing from 13000 feet (90th Sentai / 3rd Air)
Airfield Attack: 4 x 50 kg GP Bomb
6 x Ki-48-Ib Lily bombing from 13000 feet (90th Sentai / 3rd Air)
Airfield Attack: 4 x 50 kg GP Bomb
5 x Ki-48-Ib Lily bombing from 13000 feet (90th Sentai / 3rd Air)
Airfield Attack: 4 x 50 kg GP Bomb
7 x Ki-48-Ib Lily bombing from 13000 feet (90th Sentai / 3rd Air)
Airfield Attack: 4 x 50 kg GP Bomb



--------------------------------------------------------------------------------
Morning Air attack on TF, near Kota Bharu at 51,75

Japanese aircraft
Ki-27b Nate x 3


Allied aircraft
Hudson I x 3


Japanese aircraft losses
Ki-27b Nate: 1 damaged

Allied aircraft losses
Hudson I: 2 damaged





--------------------------------------------------------------------------------
Morning Air attack on Kota Bharu , at 51,75

Japanese aircraft
Ki-27b Nate x 7


Allied aircraft
Blenheim IV x 3
Buffalo I x 7


No Japanese losses

Allied aircraft losses
Blenheim IV: 1 damaged
Buffalo I: 1 destroyed, 2 damaged

Runway hits 3

Aircraft Attacking:
3 x Blenheim IV bombing from 15000 feet (No.34 Sqd RAF / 224 Group RAF)
Airfield Attack: 4 x 250 lb GP Bomb



--------------------------------------------------------------------------------
Morning Air attack on Georgetown , at 49,74

Japanese aircraft
Ki-21-IIa Sally x 20
Ki-27b Nate x 24


Allied aircraft
no flights

No Japanese losses

Allied aircraft losses
No Allied losses

Airbase hits 1
Runway hits 10

Aircraft Attacking:
4 x Ki-21-IIa Sally bombing from 15000 feet (12th Sentai / 3rd Air)
Airfield Attack: 4 x 100 kg GP Bomb
5 x Ki-21-IIa Sally bombing from 15000 feet (12th Sentai / 3rd Air)
Airfield Attack: 4 x 100 kg GP Bomb
5 x Ki-21-IIa Sally bombing from 15000 feet (12th Sentai / 3rd Air)
Airfield Attack: 4 x 100 kg GP Bomb
6 x Ki-21-IIa Sally bombing from 15000 feet (12th Sentai / 3rd Air)
Airfield Attack: 4 x 100 kg GP Bomb



Ground combat at Alor Star (49,73)

Japanese Shock attack

Attacking force 14386 troops, 106 guns, 42 vehicles, Assault Value = 457

Defending force 521 troops, 4 guns, 1 vehicles, Assault Value = 10

Japanese max assault: 934 - adjusted assault: 1578

Allied max defense: 0 - adjusted defense: 1

Japanese assault odds: 1578 to 1 (fort level 1)

Japanese forces CAPTURE Alor Star !!!

Japanese ground losses:
5 casualties reported


Allied ground losses:
272 casualties reported
Guns lost 2
Vehicles lost 1
Units retreated 1




Defeated Allied Units Retreating!



(in reply to Andy Mac)
Post #: 33
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 10:22:07 PM   
Andy Mac

 

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Another quiet turn in Malaya (not elsewhere been having some fun with Boise but I will leave that for a naval team AAR later ;)

This may be of interest 11th Div finished concentrating






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Post #: 34
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 10:22:38 PM   
Andy Mac

 

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Oh I spend 50 PP's to get rid of Murray-Lyon

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Post #: 35
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 10:25:58 PM   
Andy Mac

 

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Thats your lot for tonight I will do a few more turns on Tuesday when you see if the Fast Convoy gets through Betty Alley unscathed.....

Can 11th Indian Div hold on until the convoy is safe

Will they get cut off if the Japanese beat them to Kuala Lumper.

Will I be able to scrounge enough points to replace Percival...

These questions and others on Tuesday - I hope this helps give you a taste of some of the Land Aspects of the game

(in reply to Andy Mac)
Post #: 36
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 10:36:24 PM   
Nomad


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Thanks Andy

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Post #: 37
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 10:43:20 PM   
Andy Mac

 

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Now this really is it because I need to go sleep...

The rest of the garrison at Taiping or should I say speedbump....






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Post #: 38
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/12/2008 10:45:54 PM   
Andy Mac

 

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Note to self plonker you removed 80th AT Regt and 137th Field Regt as seperate units therefore you need to re add them back into the Bde Groups of 11th Div

(The number of times I have fixed these things and then forget to submit the change grrrrr)

< Message edited by Andy Mac -- 10/12/2008 10:53:27 PM >

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Post #: 39
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 12:06:03 AM   
Dili

 

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Nice that unit combining. Seems land combat took a big review. From what i know the British at that time fought as battle groups and very low cooperation in combined arms. Joining a division might be in this case not realistic except maybe for transport.

(in reply to Andy Mac)
Post #: 40
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 2:25:44 AM   
GaryChildress

 

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quote:

ORIGINAL: Andy Mac

Not sure whats going to make the final cut

Its possible not everything you see will







Andy, what are those unit icons I see at the bottom of this picture? Has AE now expanded the unit icon library to include unit size?

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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 2:51:34 AM   
wdolson

 

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quote:

Loving the new icons too. Im assuming that the dashes on the size denote unit size, eg Rgt, btn, div and so on?


quote:

ORIGINAL: Dili
Yeah NATO symbols but rotated horizontally.

http://niehorster.orbat.com/000_admin/009_symbols.html


They didn't work on top, so they had to go on the side.

The unit type icons have gone from 9 to 90.

Bill

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(in reply to Dili)
Post #: 42
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 2:54:52 AM   
wdolson

 

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quote:

ORIGINAL: Gary Childress
Andy, what are those unit icons I see at the bottom of this picture? Has AE now expanded the unit icon library to include unit size?


We've been working to try and give the player more information at a glance. It also makes the interface nicer looking too.

Bill

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Post #: 43
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 3:44:50 AM   
GaryChildress

 

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quote:

ORIGINAL: wdolson
It also makes the interface nicer looking too.

Bill


I'll say! Now that is a beautiful sight! Way to go AE team!

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Post #: 44
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 5:27:33 AM   
Terminus


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Very good job on the new icons. Nice and crisp.

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Post #: 45
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 5:31:45 AM   
Terminus


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quote:

ORIGINAL: Dili

Nice that unit combining. Seems land combat took a big review. From what i know the British at that time fought as battle groups and very low cooperation in combined arms. Joining a division might be in this case not realistic except maybe for transport.


Remember the scale of the map, and consider the very low quality of the 11th.

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Post #: 46
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 7:33:14 AM   
cantona2


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quote:

ORIGINAL: Terminus

quote:

ORIGINAL: cantona2

Andy can you please explain the different functions of the Operations Mode please?
Thanks



"Combat" is self-explanatory, "Move" and "Strategic Move" means the unit is packed up and very vulnerable to ground attacks, but allows faster movement ("Strategic Move" means using railroads and is required for sea transport in other than Amphibious TF's).

"Reserve" holds the unit back from the front lines (but still in a frontal hex), ready for intervening in the fight, while "Rest/Training" is intended for rear area R&R.



So does that means that the unit will not engage in combat until combat orders are issued?

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Post #: 47
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 7:35:37 AM   
cantona2


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quote:

ORIGINAL: Andy Mac

Another quiet turn in Malaya (not elsewhere been having some fun with Boise but I will leave that for a naval team AAR later ;)

This may be of interest 11th Div finished concentrating




You tease!

_____________________________

1966 was a great year for English Football...Eric was born


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Post #: 48
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 7:39:38 AM   
castor troy


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Hi Andy! Thx for this AAR!

Couple of questions. In the same attack Sallies are bombing with 4x250kg GP bombs and other Sallies are bombing with 4x100kg GP bombs. Is this an error in the data base or can we now even choose the bomb loadout? Which leads to the next question. In Elf´s AAR he was nearly not able to score a hit on PM´s airfield while in your AAR the Japanese bombers achieve hits from 10.000+ ft like B52s. Probably because the Betties now also carry 4 additional 60kg GP bombs which leads to the next question: is an airfield hit still just a hit or does it make a difference if the airfield is hit by a 250kg GP bomb or a 60kg GP bomb. I hope it does.



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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 11:32:44 AM   
Andy Mac

 

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loadouts are not user pickable

AF wasnt hit that hard you would need to ask the airdales about damage don't forget DL's start pretty high on turn 1.


(in reply to castor troy)
Post #: 50
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 12:19:12 PM   
Andy Mac

 

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11th is a little weaker than it will be in the release version because I took away the limited Arty it should have had but I won't restart for that now.

9th is in better shape because it has the best jungle trained Bn but 1 Bn out of 9 only lifts the average xp slightly.

Dili Auk was playing with Bde Groups at this time and it became more prevalant in mid 42 but the scale of the game is such that I prefer to use Divs where possible

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Post #: 51
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 12:59:03 PM   
Andy Mac

 

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Depends on the leader and xp value if in reserve they are available to pursue and on a roll can intervene in combat.

Andy
quote:

ORIGINAL: cantona2


quote:

ORIGINAL: Terminus

quote:

ORIGINAL: cantona2

Andy can you please explain the different functions of the Operations Mode please?
Thanks



"Combat" is self-explanatory, "Move" and "Strategic Move" means the unit is packed up and very vulnerable to ground attacks, but allows faster movement ("Strategic Move" means using railroads and is required for sea transport in other than Amphibious TF's).

"Reserve" holds the unit back from the front lines (but still in a frontal hex), ready for intervening in the fight, while "Rest/Training" is intended for rear area R&R.



So does that means that the unit will not engage in combat until combat orders are issued?


(in reply to cantona2)
Post #: 52
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 1:04:41 PM   
Andy Mac

 

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I am not at home but I thought this would help explain the differences in restricted units

3rd SSVF's HQ cannot be changed so its in white - its restricted and may never be made unrestricted
5/14th Punjab is unrestricted as its allocated to III Corps and may be deployed elsewhere
110th RAF Base Force is currently restricted but if you pay PP's it may be removed and redeployed.

In Malaya some forces are totally restricted, some are free to deploy and some are restricted but can be bought out.

Similar distinctions exist in Burma and in the DEI.

Andy
quote:

ORIGINAL: Andy Mac

Now this really is it because I need to go sleep...

The rest of the garrison at Taiping or should I say speedbump....







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Post #: 53
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 1:35:06 PM   
Dili

 

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quote:

Dili Auk was playing with Bde Groups at this time and it became more prevalant in mid 42 but the scale of the game is such that I prefer to use Divs where possible


From what i know Brigade groups were the way British army fought and in case of armor not even much combined arms to talk about. That was one of reasons that Rommel got a way many times without superior forces. Piecemeal advances due to uncoordination, infantry far from tanks etc.
My question is also how game engine plays 3 separated units Vs an assembled one. Theoreticaly one assembled unit should be more coordinated giving a better combat result. I don't know if land combat has some sort of penalty for a decrease of efficency by the unit number involved. Of course there are also other factor like leadership. Maybe a Brigade with a very good commander can overcome that penalty if the parent Div. commander is nothing to talk about.

(in reply to Andy Mac)
Post #: 54
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 1:50:20 PM   
saj42


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quote:

ORIGINAL: Andy Mac

Another quiet turn in Malaya (not elsewhere been having some fun with Boise but I will leave that for a naval team AAR later ;)

This may be of interest 11th Div finished concentrating







Two questions:

1. (easy) Does the "target" column show the location the unit is prepping for?? - I assume in this example as they are at that location it displays 'at target/##' (with ## being the points accumulated).

2. (hard) The operations mode of a unit is viewed in the detailed unit screen. Is it possible to see it from the 'ground units at <base>' screen??

(in reply to Andy Mac)
Post #: 55
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 3:37:13 PM   
Andy Mac

 

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Yes but multiple Bde gps fought as Divs

Armour combined arms was a fiasco in the Desert although in France they did work together.

Game engine makes no difference between 1 unit and 3 units I think we have even solved the disruption caused by air attacks being reduced if you split units problem.

In terms of whether a Div or 3 Bde leaders have an impact a 3 x Bde will get three rolls, 1 x Div will a roll so less variance if three Bdes I would guess all leaders being equal.


quote:

ORIGINAL: Dili

quote:

Dili Auk was playing with Bde Groups at this time and it became more prevalant in mid 42 but the scale of the game is such that I prefer to use Divs where possible


From what i know Brigade groups were the way British army fought and in case of armor not even much combined arms to talk about. That was one of reasons that Rommel got a way many times without superior forces. Piecemeal advances due to uncoordination, infantry far from tanks etc.
My question is also how game engine plays 3 separated units Vs an assembled one. Theoreticaly one assembled unit should be more coordinated giving a better combat result. I don't know if land combat has some sort of penalty for a decrease of efficency by the unit number involved. Of course there are also other factor like leadership. Maybe a Brigade with a very good commander can overcome that penalty if the parent Div. commander is nothing to talk about.


(in reply to Dili)
Post #: 56
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 3:37:56 PM   
Andy Mac

 

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Tallyho

1. Yes
2. No sorry

(in reply to Andy Mac)
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 3:40:16 PM   
Terminus


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quote:

ORIGINAL: cantona2


quote:

ORIGINAL: Terminus

quote:

ORIGINAL: cantona2

Andy can you please explain the different functions of the Operations Mode please?
Thanks



"Combat" is self-explanatory, "Move" and "Strategic Move" means the unit is packed up and very vulnerable to ground attacks, but allows faster movement ("Strategic Move" means using railroads and is required for sea transport in other than Amphibious TF's).

"Reserve" holds the unit back from the front lines (but still in a frontal hex), ready for intervening in the fight, while "Rest/Training" is intended for rear area R&R.



So does that means that the unit will not engage in combat until combat orders are issued?


It will defend itself (at somewhat reduced effectiveness), but won't attack in any way. "Reserve" is the second-best combat mode for defence, after "Combat" and before the others.

_____________________________

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(in reply to cantona2)
Post #: 58
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 4:27:29 PM   
Dili

 

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quote:

Yes but multiple Bde gps fought as Divs
Armour combined arms was a fiasco in the Desert although in France they did work together.


Yes Montgomery with his lockstep ways had brought also some benefit. From my readings he unified many things that were operating apart in British Army . In desert since late August 42 the Brigade groups were disbanded and units started to work with better coordination.

quote:

Game engine makes no difference between 1 unit and 3 units I think we have even solved the disruption caused by air attacks being reduced if you split units problem.
In terms of whether a Div or 3 Bde leaders have an impact a 3 x Bde will get three rolls, 1 x Div will a roll so less variance if three Bdes I would guess all leaders being equal.


Okay.

(in reply to Terminus)
Post #: 59
RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2***** - 10/13/2008 6:43:34 PM   
pad152

 

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1. How come we seem aircraft attacking sometimes with and sometimes without ordnance?

4 x A6M2-21 Zero diving from 10000'
Airfield Attack: 1 plane(s) with no ordnance
Airfield Attack: 2 x 60 kg GP Bomb
4 x A6M2-21 Zero diving from 10000'
Airfield Attack: 2 x 60 kg GP Bomb

2. In the land unit screen we see "Garrision 0/232" for Taiping, do all locations now have a Garrision requirement?



(in reply to Dili)
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